MAP28: Baphomet's Keep (Jenesis)

MAP28: Baphomet's Keep is the twenty-eighth map of Jenesis. It was designed by James Paddock (Jimmy) and uses the music track "The Greater Good," composed by Stuart Rynn (stewboy). The par time is 3:50.

Essentials
Take the shotgun and armor then go up the steps to your left and press a gargoyle switch at the top to open the door. Dispose of the imps, Hell knights and baron of Hell waiting in the lobby, then go through the north-east doorway and follow the ledge east and south, passing a rocket launcher to reach a small room containing a berserk pack (the pack is guarded by two chaingunners on Hurt Me Plenty (HMP) skill level or higher). Press the skull switch in this room, then go back to the lobby and pass through the now-open doorway in the north-west corner to find yourself above a blood pit containing one or two mancubi - the yellow skull key can be seen on a pole inside this pit. Head north to a crossroads with a chaingun, then north-west to a larger room with imps and revenants; drop into the blood below to collect a supercharge then look north to see a skull switch guarded by a knight. Press the switch to raise platforms on the east side of the pool, climb up the south-west steps to a second switch and press it to raise steps leading back up to the entrance, then run across the platforms to a chamber with a red column and flip a third switch in the corner. Kill the revenant (or arch-vile on HMP or higher) that is released behind you then go back to the entrance to find that a set of bars have lowered, allowing you to reach another skull switch; this final switch lowers the pole holding the yellow key.

From the yellow key, go back to the lobby and head through the north-east doorway again, go up the staircase on your left to a blood stream then walk east to find spectres and a mutant guarding a yellow key door. Go through to a T-shaped area with demons, imps and a baron then head east to drop into a blood pool overlooked by more imps (plus an arachnotron on HMP or higher). Follow the blood north and west past some demons to a switch, flip it then dodge the lost souls that are released before retracing your steps to a vine-covered teleporter, which will return you to the T-shaped area above. Walk west and look for an open doorway on your right, kill two shotgun guys then press the button behind them, which will open the neighboring chamber and allow you to reach a second button guarded by two mutants. Press this second button to open a set of bars behind you, step through then go down some steps guarded by chaingunners to find the blue skull key. Watch out for the revenant hiding behind the fire wall to the south.

Taking the blue key will open a compartment nearby containing an arch-vile and a berserk pack. Press the lion switch in the compartment to reopen the bars at the top of the steps, go back through to the T-shaped area then climb up the steps at the south end to some yellow and blue bars. Open both sets and go down another set of steps to find one or two barons guarding a supercharge; taking it will lower the pentagram wall behind you, revealing a revenant on HMP or higher. The next room contains a narrow, winding ledge over a blood pit, which is overlooked by revenants (plus a mancubus on HMP or higher); you should be able to target the revenants before stepping on the ledge. Carefully make your way to the north end to find the red skull key, along with a lion switch that will open a compartment below, revealing an arch-vile along with a teleporter leading back to the starting area.

Go back to the lobby and open the north door to face a cacodemon, demons and knights, take the megaarmor behind them then flip the switch to raise a platform leading over the blood trench; this side is defended by revenants on HMP, and a baron on Ultra-Violence and Nightmare. There are two sets of bars blocking the next door which can be opened by pressing the skull switches on the east and west sides, but each switch also lowers one of the pentagram blocks to reveal an arch-vile. Once all the bars are open, take the plasma gun then open the door to see a cyberdemon in front of a fire portal. Step through the portal to arrive at a large candle pentagram, facing an Icon of Sin which will begin spawning monsters almost immediately; you must run around the pentagram to four skull switches, press them all then run back to the south point to reach a skull lever hidden behind four barriers, but if you step off the path you will teleport back to the start. Flipping the skull lever will reveal a Baphomet core in the middle of the pentagram, which you must shoot to end the level.

Secrets

 * 1) Jump to the blood fountain in the starting area from the nearby ledge to receive two boxes of rockets. (sector 11)
 * 2) Take the north steps down from the ledge mentioned in secret #1. Go around to the right side. South-west of the yellow door, find a small green button on the wall and push it, then backtrack until you find an open supply depot with two clips, two shotgun shells and an armor. (sector 774)
 * 3) Flip the switch in the north-east part of the map to open several alcoves. Strafejump from the switch pedestal to the alcove to the south, then open the wall to collect a megaarmor. (sector 773)
 * 4) From the same switch pedestal mentioned in secret #3, strafejump to the alcove to the north, then fall into the hole. A baron guards two medikits, shotgun shells, a box of rockets, rockets and a supercharge. (sector 777)

Current records
The records for the map at the Doom Speed Demo Archive are:

The data was last verified in its entirety on April 3, 2022.

Things
This level contains the following numbers of things per skill level:

Trivia

 * This level was introduced in Part 3 of Jenesis.